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Author Topic: Demonhood 2 -Number of giant minions lost: between 0 and 3-  (Read 143828 times)

Egan_BW

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Re: Demonhood 2 -Disappointment-
« Reply #750 on: January 15, 2017, 01:27:13 pm »

Forget everything and track down that damn angel thing. Why mess with puny humans and wolves when there's this thing around?! It's obviously more important than any of the petty politics we're currently engaging in.
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TheBiggerFish

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Re: Demonhood 2 -Disappointment-
« Reply #751 on: January 15, 2017, 01:41:48 pm »

Can we set our wizard to trace her?
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10ebbor10

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Re: Demonhood 2 -/A being even Demons fear-
« Reply #752 on: January 15, 2017, 01:44:39 pm »

Quote
The damage to the village is considerable. After considering it for a moment, you decide to
-Leave Fellshore behind.
I think it may be worthwhile to have our Fellshore cultists migrate to the lower-class areas of Oegorda. This would give us a foothold there, and would help centralize our demonic assets. A village of ~80 cultists doesn't really have much infrastructure that we can use.

While I agree with giving up Fellshore (there really isn't anything of note there), I don't think it would be a good idea to move to Oegorda en masse. Especially not as long as that Wizard is around.

Quote
In an aristocratic republic like Jilgalia, it is important to keep up the pretense of moral superiority, so No-CB wars are out of the question for now. Rival trade hegemons are always looking to assert their superiority over the other, so war justifications against the Ura tribes may not come under the same level of scrutiny. In addition, war against the Ura tribes is a win-win proposition for us. If the war goes well, we can demand a nominal tribute and that local leadership of the Ura must have one of our esteemed holy men (Wordbearers) within their council. If the war goes poorly, we can sue for peace, offering some cheap labour (Cultists) which can assimilate and convert new followers within the Ura.
Why do we even want a war anyway? Can't really remember.

Can we set our wizard to trace her?

This being is, in all likelyhood, less powerfull than us. They can barely trace us now, so I doubt we can trace it.

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10ebbor10

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Re: Demonhood 2 -Disappointment-
« Reply #753 on: January 15, 2017, 02:45:23 pm »

My proposal for a plan :

Spoiler: Subsection : The Mine (click to show/hide)

The War : To be honest, I see no reason for a war. It will only be a distraction as we need to look for the angel.

Spoiler: Subsection(Heroes) (click to show/hide)

Double Misha's allowance, with the message that results should occur in the near future.

Dealing with a wizard

Have our duke covertly contact an assasins guild of sorts (surely one exists), to murder the annoying wizard in Oegoerda. We're also a bit lacking in high offense stealth units, so that can fill in the gap

The Rat Catcher

We need to spread our cult. Gather the giant rat packs, and send them to a variety of nearby villages. The rats will harrass the villagers, destroying harvests, eating small children. After a short period of distress, our cultist will arrive, and use a magic flute and the word of [I forgot the demon's name] to gather the rat and drown them in a local river. (Rats, of course, can swim, so we can reuse the trick a few times).

Creatures I don't know what to do with.
          3 lake-beasts? : Nothing
          8 skeletons : Nothing
          4 Hollow Remnants Nothing
          6 zombies : Nothing
          4 slave priests : Nothing
          1 Slave high priest

Spoiler: Forces Sorted (click to show/hide)
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NUKE9.13

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Re: Demonhood 2 -/A being even Demons fear-
« Reply #754 on: January 15, 2017, 04:42:56 pm »

Questions for Nuke:
1. How many other provinces are in Jigallia?
2. Where is the mine located relative to our other settlements? Near Castle Brylib?
3. What is the approximate percentage of New Way cultists compared to the population of Castle Brylib and Nuulyd?
4. With the population of Fözdoch province, what is the approximate percentage contained in Castle Brylib, Nuulyd, and Oegorda?
1. Lets say 5.5; three large forested provinces similar to Fözdoch, two smaller provinces to the north and south of the capital with more farmland, and the capital and environs, which are ruled by the Prince and the city council rather than any duke.
2. East of Brylib, south of Nuulyd, about 2 days travel from Nuulyd.
3. Nuulyd: ~60/~2000. Castle Brylib: ~25/~200. I think? I stopped keeping track of the exact numbers. You certainly are nowhere near to fully converting Nuulyd, and still need to convert quite a few people in Castle Brylib.
4. Aww geez, aww geez. I dunno, man. The province is pretty big, with loads of small villages and hamlets. Let's say a population of ~200,000. I guess? That would make Oegorda, with a population of ~8000 around 4%.

Please note that the name of the game is Demonhood, not Realistic Medieval Population Simulator. I did a tiny bit of research to come up with those numbers, but I haven't really put much thought into it.
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wilsonns

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Re: Demonhood 2 -Disappointment-
« Reply #755 on: January 15, 2017, 05:41:11 pm »

My proposal for a plan :

Spoiler: Subsection : The Mine (click to show/hide)

The War : To be honest, I see no reason for a war. It will only be a distraction as we need to look for the angel.

Spoiler: Subsection(Heroes) (click to show/hide)

Double Misha's allowance, with the message that results should occur in the near future.

Dealing with a wizard

Have our duke covertly contact an assasins guild of sorts (surely one exists), to murder the annoying wizard in Oegoerda. We're also a bit lacking in high offense stealth units, so that can fill in the gap

The Rat Catcher

We need to spread our cult. Gather the giant rat packs, and send them to a variety of nearby villages. The rats will harrass the villagers, destroying harvests, eating small children. After a short period of distress, our cultist will arrive, and use a magic flute and the word of [I forgot the demon's name] to gather the rat and drown them in a local river. (Rats, of course, can swim, so we can reuse the trick a few times).

Creatures I don't know what to do with.
          3 lake-beasts? : Nothing
          8 skeletons : Nothing
          4 Hollow Remnants Nothing
          6 zombies : Nothing
          4 slave priests : Nothing
          1 Slave high priest

Spoiler: Forces Sorted (click to show/hide)

+1 and try to have some of ours followers after the "angel" so we can talk face to face.
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Puppyguard

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Re: Demonhood 2 -Disappointment-
« Reply #756 on: January 15, 2017, 06:13:41 pm »

-snipped for space.-
+1
Also, Demonhood 2 is pretty awesome, I hope you keep it going nuke!
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Ardent Debater

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Re: Demonhood 2 -Disappointment-
« Reply #757 on: January 15, 2017, 07:42:26 pm »

My proposal for a plan :

Spoiler: Subsection : The Mine (click to show/hide)

The War : To be honest, I see no reason for a war. It will only be a distraction as we need to look for the angel.

Spoiler: Subsection(Heroes) (click to show/hide)

Double Misha's allowance, with the message that results should occur in the near future.

Dealing with a wizard

Have our duke covertly contact an assasins guild of sorts (surely one exists), to murder the annoying wizard in Oegoerda. We're also a bit lacking in high offense stealth units, so that can fill in the gap

The Rat Catcher

We need to spread our cult. Gather the giant rat packs, and send them to a variety of nearby villages. The rats will harrass the villagers, destroying harvests, eating small children. After a short period of distress, our cultist will arrive, and use a magic flute and the word of [I forgot the demon's name] to gather the rat and drown them in a local river. (Rats, of course, can swim, so we can reuse the trick a few times).

Creatures I don't know what to do with.
          3 lake-beasts? : Nothing
          8 skeletons : Nothing
          4 Hollow Remnants Nothing
          6 zombies : Nothing
          4 slave priests : Nothing
          1 Slave high priest

Spoiler: Forces Sorted (click to show/hide)

+1 and try to have some of ours followers after the "angel" so we can talk face to face.

+1, though I have to admit, it's a bit of a stretch to call our most powerful minions Heroes.  :P
« Last Edit: January 15, 2017, 07:43:58 pm by Ardent Debater »
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Comatose

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Re: Demonhood 2 -/A being even Demons fear-
« Reply #758 on: January 15, 2017, 07:58:06 pm »

Questions for Nuke:
1. How many other provinces are in Jigallia?
2. Where is the mine located relative to our other settlements? Near Castle Brylib?
3. What is the approximate percentage of New Way cultists compared to the population of Castle Brylib and Nuulyd?
4. With the population of Fözdoch province, what is the approximate percentage contained in Castle Brylib, Nuulyd, and Oegorda?
1. Lets say 5.5; three large forested provinces similar to Fözdoch, two smaller provinces to the north and south of the capital with more farmland, and the capital and environs, which are ruled by the Prince and the city council rather than any duke.
2. East of Brylib, south of Nuulyd, about 2 days travel from Nuulyd.
3. Nuulyd: ~60/~2000. Castle Brylib: ~25/~200. I think? I stopped keeping track of the exact numbers. You certainly are nowhere near to fully converting Nuulyd, and still need to convert quite a few people in Castle Brylib.
4. Aww geez, aww geez. I dunno, man. The province is pretty big, with loads of small villages and hamlets. Let's say a population of ~200,000. I guess? That would make Oegorda, with a population of ~8000 around 4%.

Please note that the name of the game is Demonhood, not Realistic Medieval Population Simulator. I did a tiny bit of research to come up with those numbers, but I haven't really put much thought into it.

Don't worry, I was curious how much more recruitment is left to do in Nuulyd/Brylib. I was also wondering if Fözdoch was like Alaska with almost half of its population in one city, but it seems it's much more spread out. Thanks!
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Strongpoint

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Re: Demonhood 2 -Disappointment-
« Reply #759 on: January 15, 2017, 08:27:20 pm »

I dislike abandoning Fellshore completely. Sure. It is a place on the radar of forces of good and cultists should stay away from the place but we have a nice maze with a good concentration of evil energy and angel will find a new such base with relative ease

I +1 to 10ebbor10s but with this addition

The last party of Fellshore
1) Wait till the magical education of Mischa's group ends and call those cultists(and their smallish undead army) back to the village. Same applies to all Fellshore former villagers. They should see the end of the village
2) Order cultists to get few good men and women to be sacrificed during the incoming feast
3) Run a little tournament with 10 nails as participants. They should fight to the death till only one will remain. This one will receive a new set of weapon and armor enchanted by you and will be the first to be raised to the finger status
4) Launch a feast with a special menu: Raw flesh of the fallen nails and sacrifices mixed with raw flesh of Fellshore livestock. Be sure to give some share to our tentacled servants
5) During the feast cultists should burn the village they once loved as a landmark of final abandonment of the old life and becoming true followers of the New Way
6)You, Mischa, Kate and her students should do a joint ritual to raise souls of cultists killed in the tournament as powerful undead guardians. (edit: alternatively we can preserve their skeletons and raise those)
7)Pick two of the most talented Mischa's students(excluding Kate) and appoint them to be overseers of your temple. Their job is to keep the undead army well hidden underground and aid black imps in their work (Zombies and skeletons can act as haulers, freeing imps for more advanced work)
8) Black imps should keep upgrading the labyrinth to make it even more deadly space to enter. In addition to expanding the maze they should install a system of floodgates that links the maze with the lake adding one more way to kill the intruders. Also, they should start to dig  a loooong and narrow underground tunnel that links Fellshore and Duke's mines. Till this one will be completed, necessary supplies will be delivered by sporadic night time couriers.


I think consuming relatives is a nice evil act that will move our cultists even further away from getting converted back by some nasty angel(s)
« Last Edit: January 16, 2017, 10:46:16 am by Strongpoint »
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Ardent Debater

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Re: Demonhood 2 -Disappointment-
« Reply #760 on: January 15, 2017, 08:39:02 pm »

I dislike abandoning Fellshore completely. Sure. It is a place on the radar of forces of good and cultists should stay away from the place but we have a nice maze with a good concentration of evil energy and angel will find a new such base with relative ease

I +1 to 10ebbor10s but with this addition

The last party of Fellshore
1) Wait till the magical education of Mischa's group ends and call those cultists(and their smallish undead army) back to the village. Same applies to all Fellshore former villagers. They should see the end of the village
2) Order cultists to get few good men and women to be sacrificed during the incoming feast
3) Run a little tournament with 10 nails as participants. They should fight to the death till only one will remain. This one will receive a new set of weapon and armor enchanted by you and will be the first to be raised to the finger status
4) Launch a feast with a special menu: Raw flesh of the fallen nails and sacrifices mixed with raw flesh of Fellshore livestock. Be sure to give some share to our tentacled servants
5) During the feast cultists should burn the village they once loved as a landmark of final abandonment of the old life and becoming true followers of the New Way
6)You, Mischa, Kate and her students should do a joint ritual to raise souls of cultists killed in the tournament as powerful undead guardians.
7)Pick two of the most talented Mischa's students(excluding Kate) and appoint them to be overseers of your temple. Their job is to keep the undead army well hidden underground and aid black imps in their work (Zombies and skeletons can act as haulers, freeing imps for more advanced work)
8) Black imps should keep upgrading the labyrinth to make it even more deadly space to enter. In addition to expanding the maze they should install a system of floodgates that links the maze with the lake adding one more way to kill the intruders. Also, they should start to dig  a loooong and narrow underground tunnel that links Fellshore and Duke's mines. Till this one will be completed, necessary supplies will be delivered by sporadic night time couriers.


I think consuming relatives is a nice evil act that will move our cultists even further away from getting converted back by some nasty angel(s)

+1, it's so Evil I can taste it!
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omada

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Re: Demonhood 2 -Disappointment-
« Reply #761 on: January 15, 2017, 10:27:20 pm »

(double posted, wtf)
« Last Edit: January 16, 2017, 01:22:15 pm by omada »
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omada

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Re: Demonhood 2 -Disappointment-
« Reply #762 on: January 15, 2017, 10:31:07 pm »

hmmm, that's okay, war is a great source of evil, but we already planted some seeds.

(They made a 2.0 version of this plan later.)

+1 to the 2.0 and adding my two cents.


Some of the wordbearers are already training fighting, others are recruiting, we shouldn't move everyone to train magic. Just keep what they were already doing

Scouting stuff:
Spoiler (click to show/hide)


Church sabotage:
Spoiler (click to show/hide)

EDIT: Oh god, it rained grammatical errors in my post

EDITED EDIT: and quoted myself instead of editing. Now i am editing again :V
« Last Edit: January 16, 2017, 01:26:59 pm by omada »
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Strongpoint

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Re: Demonhood 2 -Disappointment-
« Reply #763 on: January 16, 2017, 12:14:56 am »

Quote
Some of the wordbearers are already training fighting, others are recruiting, we shouldn't move everyone to train magic. Just keep what they were already doing
BTW, yes, don't mess with the existing cult training distribution.

As for the whole scouting stuff... I prefer our scouts to look for the signs of Angelic activity and other sources of good
« Last Edit: January 16, 2017, 12:56:21 am by Strongpoint »
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Parisbre56

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Re: Demonhood 2 -Disappointment-
« Reply #764 on: January 16, 2017, 03:58:36 am »

If the consensus is to abandon Fellshore, we could leave some minions working on some presents for whoever tries to attack it. We could even just have it continue operating with slaves and merely move our important assets out of there. Then we could have a messenger inform us if it is attacked so that we have advanced warning.
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